labwork

Computer Lab Work: __Day 8: Wednesday, March 31st or Thursday, April 1st, 2010__ 1. Go to @http://schools.mangahigh.com/lecj 2. The Login is a number I have assigned to you. Use the password I gave you as well. Enter both in and click submit. 3. Click on the Home (Purple) button to the left. 4. Do the three assignments which are lessons involving area. You complete a lesson only when you have successfully answerd the questions in each round in a small amount of time. 5. If you need a calculator, go to the Start menu on the computer, click on Programs, click on Accessories, and click on Calculator. 6. We are having a competition, you will have to sign in and play the game Pyramid Panic using your MangaHigh sign in ID and password.
 * You will be playing math games on the computer and working independently.

__Day 7: Thursday, March 25th or Friday, March 26th, 2010__** You will be playing math games on the computer and working independently. 1. Go to @http://schools.mangahigh.com/lecj 2. The Login is a number I have assigned to you. Use the password I gave you as well. Enter both in and click submit. 3. Click on the Home (Purple) button to the left. 4. Do the three assignments which are lessons involving area. You complete a lesson only when you have successfully answerd the questions in each round in a small amount of time. 5. If you need a calculator, go to the Start menu on the computer, click on Programs, click on Accessories, and click on Calculator.

Fill out the Tessellations Activity Form while you complete the activity. With the interior selected, you can change its color and shading (using the Display menu) if you want by right clicking on the shape, selecting properties, then color.
 * __Day 6: Thursday, February 25th or Friday, February 26th, 2010__**
 * Objective:** Use Geometer's Sketchpad to create tessellations with triangles. Doing the construction on the computer allows you to change the shape of your original triangle and see how the tessellation changes.
 * 1) Run Geometer's Sketchpad (GSP). You should have an Untitled window for sketching. If you don't, go to the file menu and choose "New Sketch".
 * 2) Use the line segment tool to draw a segment. Then draw two more segments to make a triangle.
 * 3) Construct the interior of the triangle: First, use the select tool (the arrow) to select all three corners of the triangle. Selected things are outlined in red, or have red checkers. To select nothing, click on any empty area of the sketchpad. Choose "Triangle interior" from the Construct menu to construct the interior.
 * 1) Construct the midpoint of one side of the triangle. To do this, select a side of the triangle. Then choose "Midpoint" from the Construct menu.
 * 2) Rotate the triangle around the midpoint you just made. To do this, select the midpoint and choose "Mark Center" from the Transform menu. The rotation center will flash. Now select the triangle and choose "Rotate" from the Transform menu. You want to rotate by 180°. Make the new triangle a different color than the first.
 * Q1: What shape do you have now?**

> Move the corners of the original triangle. **Q5: What is different about the tessellation when you move the original triangle's corners?** **Q6: What stays the same when you move the original triangle's corners?** 10. Call Ms. Riggins' over so that she can see your tessellation. Extra Credit: 11. Create a new sketch. 12. Construct a parallelogram, using Parallel Line in the Construct menu. 13. Construct a random shape attached to the left side of the parallelogram by using points and line segments. Label all the points. 14. Select D and then C, and click Mark Vector "D->C" in the Transform menu. Then select all of the random shape and Translate it By Marked Vector using the Transform menu. (Vector is the name for a segment with a given length and a given direction.) 15. Construct a 2nd random shape attached to the top of the parallelogram by using points and line segments. 16. Mark D to A as a vector, and translate the 2nd random shape. 17. Select the vertices of your polygon in consecutive order and Construct Polygon Interior 18. Translate the whole polygon (vertices, sides and interior) by a vector DC and then by a vector DA to create a tessellation. Use different colors for adjacent polygons. Drag any point to change your tessellation. 19. Call Ms. Riggins' over so that she can see your tessellation.
 * 1) Try moving the original triangle's corners. **Q2: What is different about the shape when you move the original triangle's corners?** **Q3: What stays the same when you move the original triangle's corners?** You probably want to save your work at this point.
 * 2) Use translations to finish the tessellation. To do a translation, you first need to specify the length and direction, which is called a "vector". Select one corner of your triangle, and then select a second corner. Now choose "Mark Vector" on the transform menu. The translation direction and length should flash. Select both triangles and choose "Translate" from the Transform menu. You should get another shape, translated over from the first.
 * 3) Keep making copies (use different translation vectors when you need to), until you fill out a good-sized piece of the plane: **Q4: If you were to keep doing translations, will you ever be able to fully cover the window? Why or Why not?**
 * 1) Answer the following questions:
 * **Q7: For a random triangle, what symmetries (reflectional and rotational) does the picture have?**
 * **Q8: Make the triangle a 45°-45°-90° triangle. Now what symmetries does the picture have?**
 * **Q9: Make an equilateral triangle. Now what symmetries does the picture have?**

1. Go to Manga High Click on the Button for Games (on the left), then find TRANSTAR on the list of games. 2. Click the LOGIN button on the top right. Click the MY SCHOOL button to login to my school. 3. The School ID: 624 UserID: (Your group number) Password: The one I give you. 4. You are going to play the game TRANSTAR. Click on that 5. Instructions on how to play the game.
 * __Day 5: Thursday, February 18th or Friday, February 19th, 2010__**

GAME GOALS
In this maths game your aim is to guide the alien entity TranStar across the cosmos as it searches for the mysterious Core. By calling upon the awesome power of exotic space phenomena you apply transformations to TranStar, allowing you to reflect, rotate, translate and even enlarge it. But think carefully - one false move and TranStar's star trek could come to a tragic end!

HOW TO PLAY
TranStar's adventure takes place across multiple levels or 'zones'. In each zone your goal is to guide TranStar from its starting position to the pulsating StarGate, so it can continue its journey. Each zone is populated by one or more space phenomena, such as Rifts, Vortices and Singularities. By clicking on these phenomena, you apply a different type of transformation to Transtar: Rifts reflect, Vortices rotate and Singularities enlarge. By using each of the phenomena wisely and together in the right combinations, you move TranStar until it matches the position, orientation and size of the StarGate. Be aware that you only have so many moves or 'jumps' available on each level - if you run out of jumps before you reach the StarGate, you have failed and must try again. If you fail three times in a row then the game ends. In certain zones you will encounter powerful relics of an ancient and long-extinct alien race - Tek Orbs. By harnessing their awesome power you can activate Warps (which translate TranStar across space) and even summon space phenomena into existence. Using them is easy: simply drag and drop them onto the designated release points. But be warned: space is a cold and dangerous place. Some zones are home to Zarts, vicious void-dwelling creatures that will attack TranStar if it strays too close. TranStar has defensive shields but they can only withstand so much - take too many hits and TranStar will perish. Take care near Red Giants too - even brushing the searing surface of one of these swollen dying stars will destroy TranStar in an instant. Stay alert for StarSeeds. Like TranStar, these helpless tiny creatures have strayed too far from the Core and become lost - rescue them for a score bonus. You may have to bend the rules of space and even time to reach them, though!

Game Controls
Each use of a space phenomenon costs 1 jump. To use space phenomena: There are two types of Tek Orb: Each use of a Tek Orb costs 1 jump. To use a Tek Orb: If you make a mistake, click on the '<<<' button in the top-right of the play area to reverse time and 'step back' through the moves you've made. Use it wisely, though, as each click uses one of your precious jumps.
 * [[image:http://images.mangahigh.com/images/games/transtar/rift.jpg caption="Transtar Reflection Line: RIFT"]]**Rifts:** Click anywhere on the Rift to reflect TranStar vertically, horizontally or diagonally, using the Rift as the mirror line.
 * [[image:http://images.mangahigh.com/images/games/transtar/vortex.jpg caption="Transtar Rotation: VORTEX"]]**Vortices:** Click on the Vortex to rotate TranStar through the angle shown, using the Vortex as the centre of rotation (the direction of rotation will be the same as the Vortex's direction of rotation).
 * [[image:http://images.mangahigh.com/images/games/transtar/sing.jpg caption="Transtar Scale: SINGULARITY"]]**Singularities:** Click on the Singularity to enlarge TranStar by the scale factor shown, using the Singularity as the centre of enlargement.
 * [[image:http://images.mangahigh.com/images/games/transtar/warp_orb.jpg caption="Transtar Translate: WARP ORB"]]**Warp Orb:** Translates TranStar across space, according to the column vector shown.
 * [[image:http://images.mangahigh.com/images/games/transtar/summon_orb.jpg caption="Transtar drag and drop: SUMMON ORB"]]**Summon Orb:** Summons either a Rift, Vortex or Singularity at specified points on-screen.
 * 1) 1. [[image:http://images.mangahigh.com/images/games/transtar/orb_1.jpg caption="Transtar Orb Step 1: See release points"]]Click and drag the Orb onto the grid - as you do so, potential 'release points' will appear on-screen.
 * 2) 2. [[image:http://images.mangahigh.com/images/games/transtar/orb_2.jpg caption="Transtar Orb Step 2: Drag and drop"]]Drag the Orb over one of the release points (it changes size and colour to show that it's 'active') and release to use it. If you drop the Orb anywhere else it will snap back to the top of the playfield, ready to be used again.

Galactic Map
TranStar's epic journey begins at the outer-most rim of the galaxy, and climaxes at the Core. During the course of the game you will explore ten space sectors, each containing zones. Initially only the first zone of Sector 01 is selectable. As you complete each zone the next unlocks; then, once all eight zones in a sector have been completed, the next sector unlocks. The first six sectors focus on a different type of transformation, with the last four offering a random mix designed to give your skills a true test!
 * 1) Sector 01 **Reflections**
 * 2) Sector 02 **Rotations**
 * 3) Sector 03 **Translations**
 * 4) Sector 04 **Simple Enlargements**
 * 5) Sector 05 **Fractional Enlargements**
 * 6) Sector 06 **Negative Enlargements**
 * 7) Sector 07-10 **Miscellaneous**

Scoring & Rankings
Your overall score is the sum of the highest scores you achieved on each completed zone. Your best performance in each zone is recorded and retained. Each time you complete a zone you are given a score and awarded a performance ranking. The score is calculated using the following formula: For example: say you just completed a zone with 3 jumps, 5 shields and 2 tries remaining, plus you collected 1 StarSeed, then your score for that zone would be: Your ranking varies according to how well you played: Note that you can revisit a previously-completed sector or zone whenever you like, to try and increase your score and improve your ranking.
 * Zone Score = Jumps Score + Shields Score + Tries Score + StarSeeds Bonus**
 * **Jumps Score** //1000 points × Jumps remaining//
 * **Shield Score** //500 points × Shields remaining//
 * **Tries Score** //3000 points × Tries remaining//
 * **StarSeeds Bonus** //6000 points × StarSeeds Collected//
 * (3 × 1000) + (5 × 500) + (2 × 3000) + (1 × 6000) = 17,500 pts**
 * **C** //Okay - you made it to the StarGate intact.//
 * **B** //Good - not bad, but plenty of room for improvement.//
 * **A** //Excellent - only a few points short of the top spot.//
 * **S** //Special - a perfect performance; great job!//

BASIC STRATEGIES
General PositionTry to work out roughly where each transformation will leave TranStar without worrying too much about which way round it would be; it can give you clues about which transformation to use next. But be careful about relying on this to much - you will need to think about which way round TranStar will be quite a lot too!Exact PositionTo work out exactly where each transformation leaves TranStar, you need to count squares.Out of BoundsWhen a level starts, try to work if there are any transformations that will take TranStar outside the grid from its starting position. If they do, then you know these can't be the first move.Which way round?Look at which way round TranStar needs to be in its finishing position compared to how it starts. This will give you vital clues to which transformations you need and when you should use them.Saving StarSeedsHaving trouble reaching some of the more elusive StarSeeds? You may have to bend the laws of time to get them, which is what the '<<<' button is for!

Reflections
Counting squares helps!Any point will be the same distance from the reflection line after it's reflected as it was before. Counting squares can help you to pick the right reflection or position a reflection correctly.

Rotations
Get in a spinPay attention to whether the rotation is clockwise or anticlockwise; this is indicated by the direction of spin on the vortex.Use your imaginationImagine the line between a point on TranStar and the centre of rotation, then imagine this line rotating the required amount about the centre of rotation.Keep your distanceAn object will be the same distance from the centre of rotation after it has been rotated as it was before.Use the coordinate gridSuppose a point is 2 squares down and 3 squares to the right of the centre of rotation. Once it is rotated through 90 degrees anti-clockwise is will be 3 squares up and two square to the right of the centre of rotation. Have a think about this and maybe draw an example to convince yourself this is true!

Translations
Know the notationPositive numbers correspond to movements to the right or up. Negative numbers correspond to movements to the left or down.Keep counting squaresIt's easy to see exactly where a translation will leave TranStar by counting squares.

Enlargements
Watch the cornersImagine lines from the corners of TranStar to the centre of enlargements; these lines will help you to work out where TranStar will be after enlargement.Size mattersRemember to consider the size of TranStar: a side with length 2 will become a side with length 6 if it goes through an enlargement with scale factor 3.Centres of enlargementThe further the centre of enlargement is from TranStar the further away the enlarged shape will be from where it started.Warning: negative scale factorsThe enlarged TranStar will be on the other side of the centre of enlargement when the scale factor is negative. © Blue Duck Education Ltd 2010
 * [|About Manga High]
 * [|Contact Us]
 * [|Te]

Geometer's Sketchpad Activity 1. You are working in groups of two. Where one person is working with Geometer's Sketchpad and the other person is filling out the form. 1. Open. 2. Fill out the Transformations 1 Activity while you complete the activity. 3. Instructions for the Activity Transformations Activity
 * __Day 4: Thursday, February 11th, or Friday, February 12th, 2010__

Q1. List the coordinates A,B,C,D, and E of the red shape.

Step 1: Move the shape by dragging it up 5 units. Q2. What are the new coordinates of A,B,C,D, and E? Q3. Suppose the point F with coordinates (x,y) was inside the red shape before you did step 1. What are the new coordinates of F now that you did Step 1?

Step 2. Move the shape by dragging it down 3 units. Q4. What are the new coordinates of A,B,C,D, and E? Q5. Suppose the point F with coordinates (x,y) was inside the red shape before you did step 2. What are the new coordinates of F now that you did Step 2?

Step 3: Reflect the shape across the y axis by selecting the arrow tool, clicking on the shape, then going up to the Transform menu and click reflect. Q6. What are the new coordinates of A,B,C,D, and E? Q7. Suppose the point F with coordinates (x,y) was inside the red shape before you did step 3. What are the new coordinates of F now that you did Step 3?

Step 4: Move the original shape 3 units to the left. Q8. What are the new coordinates of A,B,C,D, and E? Q9. Suppose the point F with coordinates (x,y) was inside the red shape before you did step 4. What are the new coordinates of F now that you did Step 4? **

A: Join Twitter and Follow MyMathClass 1. Go to @http://www.twitter.com/mymathclass 2. If you have a twitter account, login to it and go to step 6. 3. If you don't have a twitter account, create one by clicking on the link at the top right that says 'Join Twitter'. 4. Fill in the appropriate information and click Create My Account. 5. On the next page don't fill in anything, Click "Skip This Step" at the bottom of the page. 6. On the next page, don't click anything except the link that says "Settings" at the top of the page. 7. Click where it says "Mobile" and follow the steps to get it set up on your phone. 8. Go back to @http://www.twitter.com/mymathclass and click "Follow" (underneath the pi sign). 9. If successful, the word "Following" will replace the word "Follow". If you have unlimited texting on your phone, make sure both images are green so the updates can be sent to your cell phone. 10. Go to @http://www.twitter.com/HSLECJ and follow them.
 * __Day 3: Tuesday, January 5th, or Wednesday, January 6th, 2010__

B: Geometer's Sketchpad 1. You are working in groups of two. Where one person is working with Geometer's Sketchpad and the other person is filling out the form. 1. Open. 2. Fill out the AA Similarity Assignment Form.

__Day 2: Tuesday, December 8th or Wednesday, December 9th, 2009__** 1. I have shared a file with you named __Lines, Triangles and Intersections__ that requires you to use Geometer's Sketchpad (GSP) program. 2. You can also answer the questions by entering your answers into the form.


 * __Day 1: Wednesday, November 18th or Thursday, November 19th, 2009__**

Computer Lab activity
 * 1) Go to @http://www.gmail.com and sign up for a gmail account. Make sure your user name is professional and easy to understand. (No mz2cute4u@gmail.) I prefer something with your first and last name. Write down your gmail username and password on page 1 of your composition notebook.
 * 2) Go to @http://mymathclass09.wikispaces.com and on the left click JOIN THIS WIKI.
 * 3) Use the same gmail email account you created to register for the wikispace. Click confirm to register. Then go back to @http://mymathclass09.wikispaces.com and click “JOIN THIS WIKI”.
 * 4) Go back to your gmail and sign in and click on the message to confirm your request to join the wiki.
 * 5) Write down your wikispace username and password on page 1 of your composition notebook.
 * 6) Go here and fill out this form.
 * 7) Send an email to all of your group members with your new gmail account.
 * 8) Go to http://mymathclass09.wikispaces.com/feltronproject. Only the group captain needs to fill out the Feltron Form.